Exemple #1
0
 //Update is called once per frame
 void Update()
 {
     //Only checks activation if deactive, it will keep trying to chase the player forever.
     if (!isActive)
     {
         isActive = ControllerMob.ActivationCheck(gameObject);
     }
     else
     {
         //Updates movement if Skitter returns true, enabling the bursts of skittering movement.
         UpdateMovement(UpdateSkitter());
     }
 }
Exemple #2
0
    //UpdateSpawn
    //Spawning is switched on and off with canSpawn
    //Currently the code assumes the Spawner can only create Seeker Bugs.
    //Spawns (Speed) creatures per second at spawnSpeed 100
    //MobController handles the spawning
    //bool      canSpawn        Switches spawning on and off
    //float     speed           How quickly mobs spawn. Multiplies the effect of spawnSpeed.
    //flaot     spawnSpeed      How quickly mobs spawn. 1 per second at 100 - 1 per 100 seconds at 1.
    //float     spanwTimer      How long remaining until a new mob is spawned
    private void UpdateSpawn()
    {
        if (canSpawn == true)
        {
            spawnTimer -= speed * (.01f * spawnSpeed) * Time.deltaTime;

            if (spawnTimer <= 0)
            {
                spawnTimer = 1;
                ControllerMob.AddSeeker(spawn, gameObject, minimumSpawns);
                minimumSpawns--;
            }
        }
    }
Exemple #3
0
    //Update is divided into private methods
    //Most methods depend on current pause state.
    void Update()
    {
        //Checks for activation each tick (So that it does not keep spawning deactivated enemies when the player walks away)
        isActive = ControllerMob.ActivationCheck(gameObject);

        UpdateIsolation();

        if ((isActive) && (!ControllerGame.IsPaused))
        {
            if (isIsolated == false)
            {
                UpdateRotation();
                UpdateSpawn();
            }
        }
    }
Exemple #4
0
 //Used by ControllerMob to track the number of Seekers in play
 private void OnDestroy()
 {
     ControllerMob.RemoveSeeker();
 }